"C" Units
| Clara | Stars | Tier: 1.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐or⭐⭐⭐⭐ | Lowers all magic dmg by 20% starting at 2 star within 3 tiles Clara requires 3 stars as a minimum because her entire functionality depends on her NRG sustain from her trait that provides +1 NRG every time an instance of gaining shield occurs. Since the majority of her skills provide shields in some way, this leads to multiple nrg gained per turn. Any excess NRG can also be spent through one of her skills that consumes it all. At 4 stars her shield stacks per turn instead of every 2 turns.. pretty game changing on the survivability side |
| Recommended | ⭐⭐⭐⭐⭐ | Increase HP by 10% from 4* (15%) On top of giving 2 more shield stacks at the first of her first turn. Now she gives DMG 3 res when her or her allies' shields are broken. Lastly dispel 2 debuffs at the start of her every turn for her and allies |
| Role/Faction | ![]() ![]() Tank/Shields/Support/ST-Sub-DPS |
| Reasoning | Clara is evidently a luxury unit, but easily among the best in the newer generation of luxury pulls in the elaman arc. Unfortunately she is unsuited for general use due to her abysmal auto. Her use is primarily rounding out and covering the fragility of more offensive team comps and acting as a new generation block swap unit that can output good damage herself. It is worth noting Clara has distinctly good synergy with Selina. |
| Strengths | Weaknesses |
| Magic attack DMG reduction (20%) starting at 2 stars* 3tiles of range When the shields from the trait are broken DMG res 3 is granted to the ally who lost the shield. Long range teamwide teleport+shielding+blockswapping provides great defensive utility Shield layers are generally better than standard shielding. Moreover Clara provides both physical and magical shields, which is rare Has a unique Vuln 10% vul and 20% for Union/Drifters built into an instant dash. Despite being a defender, she can potentially output some of the highest net damage of defenders while still being relatively bulky Clara off-turn trait dmg ignore defense | Operating in her offensive stance consumes all shielding through her basic attack and requires constant expenditure of NRG to sustain her crit buffs/shields Her kit lacks inherent health increases, increasing her dependence on her own sig weapon and gear to supplement her defenses, especially against enemy breakers. Her damage is also heavily dependent on health because her AoE is based on 25% of her max health. Shields also scale off health, further emphasizing the need for proper rolls to min max effectiveness. Not super useful pre 3 stars asides being an aura bot. |
| Skills | Reasoning | |
| Rank 11 | Knight’s Faith | As it is usually the case for modern units, their R11 skills are commonly Utility. For Clara, this skill provides NRG sustain when killing enemies, however since NRG is not an issue post 3 star, this is largely useless except early on, and even then it is competitive with other slots. |
| Rank 9 | Shield Bash | This Basic allows her to deal substantially more damage based on her shield values. |
| Rank 7 | ![]() Knight- lead the charge! (Could castalia) United Courage | Her nuke skill appears to have a fantastic multiplier and Atk boost, however it is a bit misleading, because the actual value comes from it providing her offensive stance Her aura is Drifter, making its value pretty high with the new Drifters units we will be getting in the future. |
| Rank 5 | Absolute Steadfast Heavy armor | The obvious choice due to it granting shields before getting hit |
| Rank 3 | ![]() I’ll protect you all! Knight Fearless Forward! (castalia) | Clara’s teleport skill is great and will be her most used defensive option. Her instant self shielding skill transforms into an offensive variant after using her Rank 7 nuke and provides a massive crit and crit damage buff. |
| Rank 1 | Co-Defense | Take this for the 3% HP . |
| Base Skill | Shield UP Steadfast Defense | Core skill for Selina. Provides shield stacks prior to nuking into her offense state, then transforms into an enhanced version that grants her Crit3/CritDam3 |
| Loadout | Skills | Notes |
| General Offense | ![]() | Standard loadout focusing on offense through her nuke, shields/crit instant, and her instant dash to apply her unique vuln. Her dash “can” be replaced by her aura if you are looking for more damage. |
| Support 3S Required | ![]() Or | Her best support is set up with the regroup skill that gives shields and the dash that debuffs with the offensive move if you want that. or you could run leader aura for more support when teamed with other Drifter units other than the offensive move. |
| Weapons | ||||
| Best⭐ | Clara Sig | Honestly st spears as a whole suck so this having dmg 3 at 5 stars is just the best for her offensively and also it gives a lot more HP% / Shield%. Best value would be at 4 stars. Just For Shield % | ||
| Best | Pendant Spear | Gives hp meaning more shields | ||
| Niche | Skeleton Spear | Best st dps spear. | ||
| Best | nameless | +1 movement. Goes good with wand cup engraving. | ||
| Trinkets | ||||
| Best | ![]() SOJ/Hourglass | Any stat stick works | ||
| Best⭐ | Crystal burst | Hp = more shields = more dmg from counters | ||
| Tarots | ||||
| Best | Fools | Hp = more shields and dmg | ||
| Shield Focus Support | Stars | More shields for the team prob better then fools for that. | ||
| ST | ![]() Justice/Heiro | Heiro/Justice will give you the most st dmg | ||
| Off turn | Tower | Best for Off-turn dmg | ||
| Engraving | ||||
| Best⭐ | ![]() | Helps smoothing out rotation | ||
| Best | ![]() | Hp = more shields and Off turn dmg | ||
| Optional 1 | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Shahnaz | Triggers her trait | |
| Crystal burst | Doesn't boost her trait dmg since it doesn't count as a Strikeback | |
| Date | Comments/Retrospection/Examination |
| Camelot | Stars | Tier: 1.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ or ⭐ ⭐ ⭐ ⭐ | At 3 stars, he doesn't gain the bonuses to his scaling like his 2 or 4 stars, but he gains an additional pressure stack applied on targets and reduces his trait [act again] down to 3 turns, which aligns with the cooldown of his primary burst skill. Going from 3 to 4 stars improves HP by an additional 10% to 50%, percentage damage taken by another 10% to 35%, increases his HP to P.atk scaling by 3% to 15%, ,applies 3 [Pressure] stacks from 2, and gains an additional 10% shield the first time attacking each round up to 20%. |
| Recommended | ⭐⭐⭐⭐⭐ | His 4 star is a very large improvement, however his 5 stars grants him 1 additional [Pressure] applied to attacked targets NRG after attacking, but more importantly -1 cooldown on his [Act Again] from his trait down to 2. This mostly matters if you are investing in reduced cds for Camelot, such as from Banner in order to align his burst and [Act Again] |
| Role/Faction | ![]() ![]() Aoe Physical DPS/Debuffer/Utility |
| Reasoning | Camelot rounds out the Union knights with an extremely bulky and mobile breaker with high health, consistent physical shields, built in lifesteal, two separate ways in his kit that provides [Act Again], and an incredibly high multiplier on his main burst skill that is receptive to support/buffs. To keep him balanced however, he has a variety of conservative flaws. He innately lacks Crit/Crit Damage. He does not have any other high multiplier skills aside from his primary burst skill, reducing the potency of his [Act Again] turns by leaving him with at most 120% attacks. His 5 stars grants him 1 NRG sustain per round however Camelot does not have any real NRG issues to begin with and it is disappointing there is no cooldown reduction of his reaction’s [Act Again], which still has a 5 turn cooldown, instead it reduces the forced mandatory cooldown of his trait [Act Again] down to 2. Moreover, in order to prevent him being the BiS for every team in the future, his [Pressure] debuff only applies to him and other Union members, and no one else. Camelot is very much a unit that does everything quite well, but nothing the best to the extreme, except perhaps tanking. He should be viewed more so as a core anchor unit for Union teams that offers utility/support/damage for his faction than a one size fits all DPS suited for all occasions 10/24/2025: Camelot remains one of the strongest general units half a year later, and if anything, has grown more effective due to the introduction of Hesha, and arguably with more options in Selina/Clara. Although he has seen some use in ToA, he is still considered a non essential unit compared to Yserinde in terms of a unit suited for competitive rankings, however it is undeniable Camelot has fantastic value as a unit overall still, as he is effectively the tankiest unit with SP Sam levels of burst and strong offturn damage even on his basic attacks, and scales fairly well |
| Strengths | Weaknesses |
| Has a built in skill that applies max stacks of pressure to an enemy at the start and grants you a 30% shield At the start of battle he gains up to 15% of his HP added onto P.Atk and has [Toughness] Potential health is fairly high due to a 50% boost from his trait, another 15-30% HP from two of his passive skills, and 20% from his Sig weapon. Camelot is an anchor unit for Union and has the unique debuff “Pressure” that makes attacks against and by units affected to have effective reduced defenses/attack based on a percentage of Camelot’s HP for Union units only His Leader Aura grants up to 20% Atk/10% DMG when Union allies are shielded Has No NRG issues Trait has [Act Again] and one of his reactions also can grant him [Act Again] Trait skill “Declaration” grants him 10% dmg mod when fighting any mob with any stacks of pressure and 30% at max stacks Has a Horse | 3cds on “Verdict-Solo Carry” and “Throne of Ashes” skill and has built in cd for his trait “act again” which can be lowered with stars Lack of Crit/Critdmg built in limits his maximum output. Pressure stacks are difficult to accumulate outside of 3*- 5* Pressure atk/def reduction only works on camelot and other union units. |
| Skills | Reasoning | |
| Rank 11 | Knight’s Glory extra | A superior version of the Instant shield granting skill most Union members have, but grants it in an AoE. The other skill can be taken for the extra 3% P.atk if you so choose. Or want healing block |
| Rank 9 | Crushing | Good 120% AoE basic that can KB |
| Rank 7 | ![]() Proud lion Heart (castalia) Verdict Solo Carry | Take both, Verdict Solo Carry is his main offensive skill and his Aura provides 20% Atk + 10% DMG to Union allies with shields. Verdict Solo carry is a three part AoE composed of a 40% dash AoE, a directional 100% AoE, and lastly a large ranged 170% AoE, effectively making it a 310% multiplier against a ST. However, the second part is not an instant, so it will consume one of his [Act Again] sources to be able to complete the full combo. The damage multiplier also reduces based on the number of enemies hit. |
| Rank 5 | ![]() King’s fighting Spirt Strength Activation extra (OPTIONAL) | “King’s fighting Spirt” allows him to [Act Again] when taking damage from any source, including environmental objects such as thorns or barrels, on a 5 turn CD. Strength Activation grants DMG3 on any healing source. An optional choice for QoL. Recommended to take “King’s Fighting Spirt” by default unless you value a reliable means of DMG3 or the extra damage. |
| Rank 3 | ![]() Throne of ashes (optional) Scorn the masses | Reign of Fury deals 50% damage in an AoE around him and gains a 10% shield layer + more layers for each enemy damaged with the skill. However the main value of this skill is in being able to apply [Pressure] stacks outside of his burst skill, This skill also applies two stacks of pressure before attacking which will stack with his trait and it steals 1 buff from the enemy His passive skill grants him 15% HP and a 15% HP restoration at the start of the turn, synergizing well with his “Strength Activation” reaction. When his HP is higher than an enemy attacking him, he gets an immunity to [Bound] effects like Stun/Sleep/Freeze and also dispels enemy [Shield Break] effects so he doesn't lose some of his bulk from his shields. Both his rank 3 skills are of relatively equal value and will depend on the situation as to what to get |
| Rank 1 | Will to Survive - extra | This altered version of an older skill is decent and objectively far better than the right side shield passive. He gains 15% HP and restores HP/NRG when dying. Camelot is pretty open with skill slots, allowing 2 of his 3 active slots to be passives. Preferably you want 1 of those slots to be one of his HP passives if you want maximum Health/P.atk, and Will to Survive is a perfectly valid option as it increases both bulk and P.Atk due to trait. “Shield” is completely redundant because it only applies a low value shield at the start of the battle and does nothing the rest of the game, when Camelot already can get 40% HP value shields the first turn. |
| Loadout | Skills | Notes |
| Best⭐ | ![]() | Best general loadout |
| General Pure AOE Debuff set up (niche) | ![]() | Reign of Fury’s good 3 tile AoE around him makes this a solid method of applying [Pressure] outside his Judgement’s burst |
| General Reaction proc set up (niche) | ![]() | This setup gets him into the battle with a charging movement skill and prepares to unleash his burst once his reaction [Act Again] triggers when he is attacked by the enemy. Also his dash blocks resolve |
| General Max hp St dps | ![]() | Reaction provides DMG 3, which improves total output. Once his trait [act again] cooldown is aligned with his “Verdict-Solo Carry” at a few stars, this makes a good general option to be self sufficient with his Sig |
| Utility Shields (niche tech) | ![]() | All the other skills that Camelot has aside from Verdict Solo Carry do equal or less damage than his “Crush” 120% basic. Instead of taking one of those skills of relatively mild benefit, you could opt for a better support option that grants Atk 2 in an AoE. If used on Union members, it also grants them a 30% physical shield, which in particular procs the additional 10% Atk gained from his Aura. Tristan notably lacks any innate form of granting herself shields, so this would bring her into the embrace of his Aura |
| Weapons | ||||
| Best⭐ | Sutyr The Darkfire Axe | Camelot’s undisputed best weapon. A fantastic sig offering both health and DMG | ||
| Optional 1 | Feast Axe | Feast Axe is the best non-sig option for damage | ||
| Optional 2 | Gale Sword | For glass cannon crit builds. More niche and not accessible by all but more damage than Feast Axe assuming you crit | ||
| Optional 3 | Tuning Hammer | Camelot’s various AoE abilities and multi part combos make it easy to dispel multiple buffs in an area | ||
| Optional 4 (Niche) | Denial Hammer | For KB support on his basic attack | ||
| Trinket | ||||
| Best 1 | Shield of Justice | Great for stats and bulk | ||
| Best 2⭐ | Maverick’s Cloak | Provides the most offensive output and easy to satisfy the condition thanks to his high mobility | ||
| Option 1 | Crystal Burst Armor | Increases bulk + Atk | ||
| Option 2 | Hourglass | Common stat filler | ||
| Option 3 (Niche) | Fire Ring | Applies his trait stacks in an AoE | ||
| Tarots | ||||
| Best | Fools | Health provides P.ATK conversion, armor piercing/ATK reduction of enemies, increased shield value, and more bulk. Against most enemies, it will also provide 20% DMG | ||
| Optional 1 | Justice | For Gale Sword crit setups | ||
| Optional 2 | Magician | Good ol reliable damage | ||
| Quick Note about his build options | Camelot will have a slightly less final ATK on a HP/ATK hybrid bulk build compared to a glass cannon full DPS build, but you need to remember that HP is effectively dipping into multiple stat values. A HP focused build will likely have between 7-10k of an hp difference, the same increase in ceiling of shield values, and more armor penetration + enemy ATK reduction from his pressure stacks. While it isn't entirely certain whether a Gale Sword + Maverick crit focused build does more damage(probably not in terms of general averages unless you are assuming every hit crits), the best value still comes from a bulker setup where you are effectively getting 90%+ of the offensive value while being 2x as tanky |
| Engraving | ||||
| Best | ![]() | Camelot consistently generates shields and has lifesteal, allowing him to stay at full hp easily. The hybrid Sword + Pent setup also balances P.ATK with Health rolls | ||
| Optional | ![]() | Provides great DR and Bulk | ||
| Optional 2 | ![]() | The classic | ||
| Optional 3 | ![]() | Used for resetting his Nuke | ||
| Unit/Skill/Buff Interactions | ||
![]() | It procs trait stacks in an aoe | |
| Date | Comments/Retrospection/Examination |
| Caris | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Starts with 6 stacks of revelation, and needs 9 stacks to activate Revelation. Playable at 3* but NEED 5* to be viable |
| Recommended | ⭐⭐⭐⭐⭐ | Starts with 8 stacks of revelation and at the end of turn gains 3 stacks making it very easy to have max stacks every turn. Gains 1 NRG when she consumes her stacks. |
| Role/Faction | ![]() ![]() Aoe Nuker/Support |
| Reasoning | Caris is largely power crept in terms of her AoE Role. Her high investment cost is rewarded with a kit that is still restricted by Turn preparation, cooldowns, and a stack mechanic that requires teammates. However the potential of a large AoE nuke as well as her unique shield skill makes her a usable unit at high stars. |
| Post Ascension 1 | Caris has now become the official MDef shield spammer. She's now forced to run “Broad Radiance” to min-max her turn output. Her main issues are still not resolved but her ascension has given her potentially a more stable Niche when needed. She no longer has cooldowns on her [Light Oracle] series of skills, improving her consistency across the board. She also received a 40% M.Atk increase overall to those offensive skills and her large AoE nuke “Purge of Evil” received an additional 60% multi in the middle tiles. Her primary issue of gaining trait stacks and having to prep the ult is still present, maintaining her previous limitations. |
| Post Ascension 2 | I wouldn't call Caris second ascension better then her first but if youre really using caris as a dps nowadays we got bigger fish to fry but… This ascension just gives her ton of piercing/dmg buffs up to 70% + -2 cd in a papal team. |
| Strengths | Weaknesses |
| Range of all magic and basic improves with Revelation Light Oracle - Total Punishment can be spammed every turn with help of any form of cooldown reduction and max revelation stacks (at 5* only) Piercing basic attack Broad Radiance is the ONLY magic shield casted ability so far in game with Bound Immunity -edit sam sp also gives this without the magic shield Revelation can be held for an infinite duration up to 15 stacks, doesn’t have to be used and can easily carry over Can be played as pure support with Papal Aura and Crystal Implosion requiring no star investment | Pre 5* Caris needs a lot of help to get stacks and to maintain momentum to use Loses a lot of power if stacks aren’t maxed Both versions of Purge of Sin need one turn prep and causes turn to skip upon successful activation if not bound immune Low mobility will make Caris fall behind allies and not gain revelation stacks if they get too far away With being able to spam her shield skill into another skill she has lost her nrg self-sufficient. |
| Skills | Reasoning | |
| Rank 11 | Crystal Implosion | -M.Def3 debuff can be useful if Caris is being used as a support |
| Rank 9 | Punish the Evil | Piercing basic attack that can help charge her stacks during downtime |
| Rank 7 | ![]() Radiant Guidance (Can castalia) Purge of Sin | Purge of Sin has a massive AoE and can stun. This is usually where her value lies in harder content. Radiant Guidance can be used in some situations |
| Rank 5 | NRG Recovery | Hard to guarantee debuffs on the enemy before attacking Caris. At least NRG recovery guarantees something positive |
| Rank 3 | ![]() Broad Radiance (castalia) Total Punishment | Broad Radiance is the only magic shield that can be granted to allies, and in an AoE, making it a solid support s Total Punishment is her main mobbing skill in general play unless you are using her purely for her Ultimate. |
| Rank 1 | Light of Sanctuary | Instant healing at no cost may have niche use, especially on support build. Life devour cost of 3 NRG makes it never used over her other skills |
| Loadout | Skills | Notes |
| General | ![]() | Can use Punishment or Ult based on the situation |
| DAMAGE | ![]() | Improved overall damage |
| General AoE | ![]() | Low NRG Cost AoE build without Ult and shield spam |
| SP SKILL |
| Weapons | ||||
| Best | Prism | Will give the best dps | ||
| Best | Judicator of Light Oracle | Best for her support side | ||
| Trinket | ||||
| Best | Blood lux | Best for her dps set up. | ||
| Usable | ![]() Hourglass Kiya cloak | Stat stick | ||
| Tarots | ||||
| Best | Magician | Best for raw magic dps | ||
| Best | Death | Best for her piercing set | ||
| Best | Stars | For her support shields | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| 5/21/25 | Input for Caris contributed by Ultimaga |
| Ciri- Collab Unit | Stars | Tier: 2 Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐or ⭐⭐⭐⭐ | Speed increases by 100 . At the start of battle, gain 1 Energy . Blink ’s maximum range increases by 1 tile, additionally restores 2-3 Energy , and reduces all skill cooldowns by 1 turn . Winged Repose ’s duration is reduced by 1 turn . |
| Recommended | ⭐⭐⭐⭐⭐ | Blink ’s maximum range increases by 2 tiles, additionally restores ALL Energy , and resets all skill cooldowns . Winged Repose ’s duration is reduced by 2 turns . Meaning she can use it every other turn. |
| Role/Faction | ![]() ![]() ![]() High mobility/Cheese Unit/knockback |
| Reasoning | Ciri is a very solid f2p unit, who can consistently [Dash] (teleport + re-attack with remaining movement) every other turn while also resetting all cds if at 5 stars. As many such abilities, it’s balanced by [Winged Repose] undispellable debuff, which doesn’t let you use dash again. She also has [dmg lock] and high, albeit inconvenient in shape, knockback She is a very versatile unit who has multiple viable loadouts. She has mobility, spd debuffs, crit consistency, survivability, cd reset, including gear skills. She pays for this with relatively low base damage, but if you play her well, she has enough to deal with threats on the map or be viable in ranked modes. |
| Strengths | Weaknesses |
| Can reset all cd’s (including gear) thanks to trait and lower all cd’s by 1 with a slottable skill. Super high Mobility and can potentially have a 6 tile knock back with her sig weapon at high stars. Really strong reaction which can enable her to live high powered hits. Can toggle off/on spd debuff application on enemies. Massive bonuses to crit and/or critdmg for herself on certain skills. Stagger: (Debuff, Control - Bound) When inflicted, it causes the target to become [Stunned] for 1 turn at the start of the turn.The [Stagger] state cannot be immuned. Even if a target has [Bound Immunity], they will still be affected by [Stagger] and considered [Bound]. | Her dmg is pretty meh but we dont care about it too much she's a cheese unit and will be really handle to have build for that |
| Skills | Reasoning | |
| Rank 11 | Assault | Ciri’s Aura is not even a leader's Aura, which makes it not worth taking. “Assault” is a solid choice. Ciri has quite a high spd of 252, which often makes her move first, so having self buff both for crit and crit dmg is really nice to have. Ciri also gets +2 Move from it and can abuse it even further after Dash (see “Interactions” section below) |
| Rank 9 | Fatal attack | Ciri has a lot of crit in her kit and also things that proc while using basic attack actively. You’ll be using basic a lot, so you really want an option that gives extra crit dmg. |
| Rank 7 | ![]() Temporal Shift (if kept at low stars) Homecoming Swallow (if planning to go to 5 stars) | Lowers all cd’s by 1 at turn’s end . If Ciri’s [Dash] was not used in this round, lowers [winged repose] duration too. Using a basic ATK will also trigger this skill. It’s quite useful for low star Ciri. Note that all effects trigger at [End turn] which makes it clunky for most sophisticated plays. Homecoming - an amazing utility skill. It allows you to apply -SPD debuff on an enemy and also toggle it off at no cost which makes it possible to slow down some enemies, then turn it off and not slow down the others. This is one of the most fine-grained spd manipulations in the game. The extra nrg help doing [Charge] spam build and teleporting to ally at the end of turn can be useful for survival. |
| Rank 5 | The lion Cub of Cintra | Really good reaction up to 2 dmg locked ATKs at 50% of her hp makes her a great tank for hard hitting content. Also heals her when using any tp/charge skills |
| Rank 3 | ![]() Nova Flash That Cuts through Darkness (Optional castalia) | Nova is a free 2 tile knock back skill and your basic spam option, that works well with any act again sources, since it requires 0 nrg and has no cd. When hitting enemies with stagger or any bound effect they are knocked back 2x more tiles away and skill deals 2x damage. When she has [Winged Repose], all enemies are considered bound. The ult is rarely used because of how costly it is for non-impressive damage it does and clunky conditions for increasing it. But it has 8 up and down elevation. Take it only if you run into a specific scenario where you need it. |
| Rank 1 | ![]() Light that Break the Night (Optional castalia) Ciri Candor | The AoE stagger from Ciri is mainly practical when you need a crowd control option. For a more default and individually effective build, it is better to get Candor as it is easy to activate using her primary AoE skill “Nova”. Gives 40% crit pretty solid and while hitting a bounded unit that turns to 100% + 20% more dmg. This is easily activated when using Nova, since enemies can be considered almost always bound when using Nova post turn 1 |
| Base Skill & Trait Skill | Charge | One of the most used skills. Helps with movement and triggering her trait. It applies stagger itself and makes your basic apply it too, which can be your only stagger source for bossing in some scenarios. |
| Loadout | Skills | Notes |
| General mobbing | ![]() Or | Best default setting for newer accounts for AoE mobbing, doing consistent 140% damage every turn. Takes advantage of her blink cooldown to have 100% crit and 20% DMG post turn 1, even more so with Geralt’s leader aura. Costs 0 NRG as well. Take charge if you need mobility or plan to use her as st stagger source, take Assault if you want to spam AoE and don’t care about mobility or stagger much. Both are competent for general play spam. |
| Boss + spd manip | ![]() Or | We can't stagger because for some bosses you want to spd down elites and for them to take a turn rather than be stunned. |
| Boss + dps maximization | ![]() Or | We take stagger kit and either take Nova along with it or Assault, depending on whether you need AoE or extra movement + crit support more. |
| Weapons | ||||
| Optional 2 | Blade of stratagem | Slightly better then void stabs under optimal conditions | ||
| Optional 1 | Void stabs | Best Option outside of signatures | ||
| Best⭐ | Zirael | Best at higher stars thanks to the +2 knock back boost it gives. | ||
| Trinket | ||||
| Best | ![]() ![]() SoJ/Hourglass/Kiya cloak ++ | Any stat stick works | ||
| Best⭐ | ![]() ![]() ![]() Fire ring/book/Space time/shroud | (Temporal Shift) Will lower the cds of it and dash will fully reset them at max stars | ||
| Optional | Resonant Crystal | Ciri has a lot of healing skills and dmg lock, so loss of hp is not drastic to her and the extra nrg can enable otherwise impossible plays with both her skills and situational ones she gets on map. It’s an option to keep in mind. | ||
| Tarots | ||||
| Best | Magician | Cookie cutter AoE DMG boost. | ||
| Optional | Justice | Usually the highest ST dps boost. Or an option for AoE, depending on your buff support. | ||
| Optional⭐ | Judgement | When used as a setup unit for others in ranked modes, she can be a Judgement bot, since she is less afraid of being near the boss. | ||
| Engraving | ||||
| Best⭐ | ![]() | Reset cds’s | ||
| Optional | ![]() | Stats. | ||
| Ascension Materials | ||||||
Lady of Space and Time | Foresight | Hope | Non-first skills used each round have their DMG increased by 10% and their Crit DMG increased by (0,10,10)%. If [Blink was used this round, Crit DMG is increased by an additional (0,0,10)%. | |||
| Ciri’s Astral Equipment | ||||
Zirael | [LVL1-5] After triggering [Teleportation] or [Charge] effects, the next attack skill deals (15,20,20,25,25)% increased DMG. [LVL3] When the skill is [Flash that Cuts through Darkness], the character can select 1 more target. [LVL3-5] When the skill is [Nova], additionally knocks the targets back by 2 tiles and deals 25% additional DMG. | Practical/Usable on other units?: No This equipment is a sidegrade/min max if you want to get the most value out of Ciri but not worth pulling for | ||
| Unit/Skill/Buff Interactions | ||
| Inna sp [Freedom stance] + Dash | Normally dash doesn’t let you get all your movement back. But currently, Inna Sp lets you bypass it. You fully refund your movement on dash, so under Inna Sp stance ciri can move 3 times during her turn, making her reach insane. | |
| Dash + movement-increasing skills | Currently Ciri’s “Assault” and “March command” stance let her get extra movement after using dash even if she exhausted all her movement, including bonus one. For “Assault” you have to use it again after Dash. For “March command” it doesn’t matter when you use it. | |
| Date | Comments/Retrospection/Examination |
| 16.05.2026 | Made an overhaul of kits and comments. Fatal attack everywhere, Swallow gets more attention. - Alex |
| Cocoa | Stars | Tier: 2 Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ | Its either 1 star or 5 star |
| Recommended | ⭐⭐⭐⭐⭐ | [Bento] goes from 30% chance to trigger Happiness at 1-4* to 100% at 5*. There are only 2 choices you can make for Cocoa, either don’t shard her or go straight to 5*. |
| Role/Faction | ![]() ![]() Support/Tank/Healer |
| Reasoning | Cocoa splendidly embodies the role of a healer, tank, and support/buffer all at once. Her defining mechanic however is her Happiness buff, being the first of its kind, though no longer unique to her. Unfortunately however, it only increases its consistency of activation from 30 to 100% at 5 stars, making Cocoa a unit you would only fully commit to shard farming if you decide to build her. While she remains a top tier support, Happiness is no longer the best means of reducing cooldowns for BiS future units and her crit chance buff is no longer exceedingly difficult to get, though her crit damage buff remains rare. For older accounts, there is also less of a need/benefit for block swapping/ healing or other defensive options that Cocoa offers as they are covered by the newer generation of supports much better. |
| Post Ascension | Cocoa’s unique Ascension provides us with improved survivability on Cocoa coupled with significantly improved downtime effectiveness by giving her the ability to apply [Breakfast] in a large 4 tile AoE around her, which also means the [Happiness] buff. This lets her have a smoother rotation, where she applies [Vulnerable] or [Spd down] to the enemy while keeping happiness buff going. |
| Strengths | Weaknesses |
| Able to reach high HP allowing her to tank/heal more effectively Has a DMG3/DMG Reduction 3 ST buff which last 3 turns Provides Crit2(30%) + the rare CritDMG1(15%) in an AoE High hp recovery due to her healing skills scaling off HP values and has a very good free signature that buffs this even further (45%) Can infinitely assist cover for allies against incoming attacks while above 30% hp. Breakfast + Bento dispels hard C.C and other debuffs at the start of a unit’s turn rather than the moment the skill is cast. Happiness lowers all used skills cds by 1 and reduces NRG consumption by 1, some traits and weapons CDs are affected too if they resolve within the happiness window. See resolution order section of this doc. Has debuff utility options such as a ST sleep and a 70% chance to stun on basic when attacking from behind Her start-of round happiness procs follow deterministic pattern, so you can manipulate positions and have two units of your choice start round with happiness without using any skill With ascension skill unlocked you have the option to drop “Potluck protector” for “Crushing bash” or the “Try this pan” for no down time on happiness procs | Limited uses on “Cocoa treasure chest” Convoluted “breakfast turns into happiness” mechanics that can be hard to take advantage of : when a turn starts, breakfast is removed and happiness is activated. Any active skill (including instants) ends it after all board effects resolve. In practice it means all start of turn and end turn effects are not affected, see resolution order section of this doc. Happiness applying to the first activated skill or item can cause it to be wasted on instant use trinkets instead of higher priority skills (the number of units this affects is limited) The reliability of the Happiness buff does not scale at all until 5 stars, making it very inconsistent at early investment |
| Skills | Reasoning | |
| Rank 11 | Iron Pot Stew | Fantastic skill that heals much and provides good buffs (30%Crit,15%CritDam) |
| Rank 9 | No Turning Round! | While it may be debatable which one to take, No Turning Around at least can make an enemy lose a turn at a 70% chance |
| Rank 7 | Block Enhancement | Vlder is a weak faction overall, and the aura is lacking an effect so it is better to simply take Block Enhancement. Neither skill is used but Block enhancement at least can be used more effectively and provides 3% HP passive |
| Rank 5 | Stay Strong! | “Stay Strong” is essential to sustain her when she block swaps with allies to take damage for them through “Potluck” |
| Rank 3 | ![]() Potluck Protector (castalia) Cocoa’s Treasure Chest | Both are taken as they are core skills. “Potluck” provides unlimited count block swapping that makes triggering her reaction easy. Cocoa’s Treasure Chest is a multi purpose skill that can be used for damage/C.C, minor instant healing, or major healing with NRG. |
| Rank 1 | Crushing Bash | Playable if you lack [Vulnerable II] source |
| Loadout | Skills | Notes |
| General | ![]() | Standard loadout consisting of block swap, Healing/Crit2/CritDmg1/Happiness, and Treasure Chest |
| Rank 13 | ![]() | Knock back or vul 3 can be used as a way to proc happiness in aoe when Iron Pot Stew is on cooldown |
| Weapons | ||||
| Best | Pot | Even at 1 star this is her bis | ||
| Cope | Brutal Axe | Cope | ||
| Trinket | ||||
| Best | Crystal Burst Armor | Hp maxing boost | ||
| Usable | Book | Speed | ||
| Usable | Cooling Powder | Heal maxing | ||
| Tarots | ||||
| Best | Fools | Best overall for bulk/heals | ||
| Usable | priestess | Best for heal maxing | ||
| Engraving | ||||
| Best | ![]() | HP = Heals and Bulk | ||
| Unit/Skill/Buff Interactions | ||
| Happiness | Can lower the cooldown of certain equipment such as Luvata and Marcilles sig weapons. Col trait works with Happiness | |
| Start of round happiness pattern | Refer to this reddit post to see detailed breakdown of which units get happiness at start of round if hp% on them is equal (position-dependent) | |
| Date | Comments/Retrospection/Examination |
| Col | Stars | Tier: 3 Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ or ⭐⭐⭐ | Allows Col to [Act Again] every other turn at 3 stars. 2 stars provides an additional 5% Atk/Crit. However you shouldn't invest in her at all so its better to stay at 1 star |
| Recommended | ⭐ | If you do decide to invest, then it is 3 or 5 stars. Unfortunately 5 is needed to [Act Again] every turn on kill. Otherwise 3 is a sensible compromise, but we recommend 1 simply because you should not invest in her to begin with |
| Role/Faction | ![]() ![]() ![]() ST Phys Nuker/DPS |
| Reasoning | Col is the earliest ST legendary Assassin specializing in picking enemies off and rewarding her for doing so by granting her [Act Again] to perform another action. However her outdated multipliers and increased enemy bulk/mods has made it virtually impossible for her to do this reliably. Moreover she is entirely useless in bossing due to both low damage and being unable to get the extra turn off. Her rank 13 does not solve her issue and Col will remain a relic of the past |
| Post Ascension | [Omen of Death] the energy portion of it now triggers when anything dies on the level pretty good for her nrg needs but otherwise its a standard Ascension with just more damage |
| Strengths | Weaknesses |
| Can [Act Again] after fulfilling certain conditions every turn Has a great Alacrity Aura that provides 15% Crit/CritDMG aside from the usual 10% Atk,20% Def “Omen of Death” can grant her 75% permanent Crit chance and Lifesteal as well as NRG sustain for Wipeout Can trigger her trait even if she kills enemy with instant skill (like flying armguard) which lets her effectively “bank” extra action. | Needs to kill an enemy from the back or side in order to gain [Act Again] “Omen of Death” only grants her 2 NRG per kill, meaning her Net NRG is at most 3 per turn, being one off from another “Wipe Out” unless she kills another enemy on her [Act Again] or gains from an outside source Crit chance can be unreliable until she gains her Omen stacks Col is very squishy |
| Skills | Reasoning | |
| Rank 11 | Wipe Out | Her primary nuke skill. Traceless shadow has too long of a CD |
| Rank 9 | Critical Strike | More damage is “usually” better |
| Rank 7 | ![]() Omen of Death Perfect Assassin(castalia) | Omen of Death is needed for crit chance consistency and survivability while the other skill is a great aura that is also crucial to Col’s output, as well as providing overall better value when paired with other Alacrity members |
| Rank 5 | Eerie Footwork | This is her main source of survivability outside “Wipe Out” and “Omen of Death”. Taking Counterattack will lead to Col dying more. |
| Rank 3 | Assault | Mask is not instant so it is extremely niche. Assault by comparison is a decent self buff that is instant |
| Rank 1 | Ambush | Unharmed increases damage output and turns off passives |
| SP SKILL |
| Loadout | Skills | Notes |
| General | ![]() | Maximizing her own damage to try to increase the chance of her defeating enemies in one attack |
| Weapons | ||||
| Best | Void Stab | Will give the best dmg | ||
| Optional 1 | Newborn Blade | Cope when lacking | ||
| Trinket | ||||
| Best | ![]() Hourglass/SOJ | Any stat stick would be best | ||
| Usable | Maverick’s Cloak | cope | ||
| Tarots | ||||
| Best | Hierophant | Best when you dont need crit chance | ||
| Best | Justice | Best when you need crit . | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Mask | Can obstruct ranged moves with invisibility | |
| Date | Comments/Retrospection/Examination |
| Credenza | Stars | Tier: 1 Ascension: ❌ | Rationale |
![]() | Can Stop | ⭐ | If your primary interest is in her cooldown reduction, that is available even at 1 star though you will need to standby turn 1 |
| Recommended | ⭐⭐⭐⭐⭐ | If you wish to unlock Credenza’s full potential, including adding in her unique Atk/DMG buff it is best to get her to 5 stars |
| Role/ Faction | ![]() ![]() NRG/Cooldown/Buff Support |
| Reasoning | Credenza finally provides us with a good means of lowering a unit’s cooldowns. As with any unit that enables other units to perform more frequently, credenza is a high pull priority. While her cooldown reduction alone makes her unique, she has an interesting system to keep her balanced and reward power with turn patience. If you want optimal performance, you will need to standby the first turn to get a buff that enhances her other abilities(until 5 star), and in order to unlock her ult you need to sacrifice/lose a large percentage of her hp. This is mainly possible turn 2 through her sig, effectively creating a problem and selling you the solution. Her unique Atk/DMG buff also isn't present until 5 stars, making her a high investment unit. Her emphasis on preparation instead of immediate effects at the start of a battle puts her in a position where general play is rather slow for her cadence. However, in light of her cooldown reduction/NRG restore, an Ultimate that provides 3 turns of all lvl2 buffs and fantastic healing, we believe she may find great use in the future in challenging environments. It is worth noting various future units(such as SP Sam) seem designed to favor Credenza. Edit: 10/9/2025 Credenza has seen pretty minimal use in the 6 months or so since her release. She is important for specific time-limited events like World Boss, but for players who aren't looking for top scores or don't want to pull just for limited modes, its recommended to just skip and save pulls for Yserinde/Camelot. The reason for this is that, despite the attractive idea that a -CDR unit has for helping to improve SP Sam/Camelot is that in reality, any average content does not require her niche because simply pulling multiple high tier + high efficiency units, such as SP maitha/camelot/sp sam, ultimately makes each individual units performance overkill and not benefit as much from Credenza. Her extremely slow speed, mediocre bulk that leaves her dying to a gust of wind and a 2-3 turn preparation before she can use her ult leaves her gameplay pace too slow for regular use. Those concerned about FOMO should consider carefully. Ultimately you can do without her, and content is not balanced around her as a “necessity”, but at the same time, she is the best in her niche and unique. Also most upcoming units benefit little to none from Credenza on account of hard coded cooldowns or stack based resource mechanics. |
![]() | Does she need her Sig? And why? A: For the most part, yes. She requires reaching 12 stacks through sacrificing her HP or taking instances of damage to unlock her ultimate skill and potentially gains benefits when she maintains an injured state. The 4 stacks gained from using her sig will reduce the time it takes to reach 12 stacks by 1 turn. The +1 NRG alongside another +1 source such as SP Inanna allows Cred to cast a 3 NRG skill two turns in a row without Flagellant in order to reach her ult faster and use Hymn as an option. The move again portion of the sig allows her to standby and grant her [Divine Revelation] the next turn, granting an additional turn of enhanced use of one of her skills if used the same turn you already had [Divine Revelation] pre 3 stars. |
| Strengths | Weaknesses |
| Provides all the major buffs in one skill : ATK2, DMG2, Unique buff [Glorious Grace] : 15% ATK & 15% Damage Can allow a unit to spam 3 CD skills without Convallaria Flag Tactic Universal -2CD : Equipment, skills, trait skills, Engraving Resonance that can allow deep interactions Very powerful 5 tiles radius ultimate which gives all LV2 buffs fully heals all units and lowers cooldowns 2 times. Can be used TWICE with a passive. Heals are some of the best in the game in and outside of ult. Her Hierophany ult dispels all buffs, twice. | Needing to standby/be injured outside of 5* to upgrade her skills will slow down her effectiveness Needing 5 stars and signature weapon at least 3-4* to unlock full potential sustaining Holy Revelation requires slotting a passive skill under 5*/ needing to min max taking dmg before her turn. Needs sig to control when you will get ult which also allows reposition. Nrg problems out of 5 stars |
| Skills | Reasoning | |
| Rank 11 | ![]() (castalia) Hymn of Absolution Trial of Radiance | Trial of radiance let's credenza unlock her her secondary effects when standing by on the first turn helpful outside of five stars Hymn of absolution is just very good buffing move which gives a unique 15%/15%dmg buff when in its secondary form |
| Rank 9 | Either one | Credenza is almost always better off using Standby over basic attack |
| Rank 7 | Flagellant | Flagellant can be a fantastic source of NRG sustain, however it is not taken in a default build and it is easy to fix any NRG issues |
| Rank 5 | Radiant barrier | Takes part of the damage for allies, speeding up process towards ult |
| Rank 3 | ![]() Hierophany’s Return(cast) Graceful salvation | While right is exceedingly niche, Left is only ever used during low levels to grant Atk2/DMG2, a function covered by L11 But also this is a passive heal which can also save a slot when you just want to spam 1 move |
| Rank 1 | Radiant blessing | Her best ST support skill Lowers cd’s by 2 when powered up. |
| Loadout | Skills | Notes |
| General 1 STAR SPAM(No heal, limited buff) | ![]() | For when you just want to spam her -CDR skill from the start and need the NRG sustain to do so without external aid and don't care for the offensive buffs -This is the recommended default loadout- (Thanks Hawky) |
| General option 2 (With buffs) 1 Star sig | ![]() | For mixing Buffing with CDR with some NRG efficiency and better healing. Has a downtime in [Divine Revelation] every other turn if you are not in an [injured state]. Recommended to have Sig to be in [Injured]. Recommended to run World Tarot to help sustain NRG. Turn 1: Standby. Turn 2: Use sig and then “Radiant Blessing”.Turn 3 you will have [Divine Blessing] again because you could standby at the end of turn 2 thanks to the sig. Without sig. Turn 1: Standby. Turn 2: Radiant Blessing. Turn 3: Standby, repeat steps. You may potentially be able to reach an injured state through her passive |
| 3 stars + 2S Sig + NRG support | ![]() | For when you have her sig, and your goal is to get her ult by the start of turn 3, which requires two uses of a 3 NRG skill. Sustaining the cost will require her sig + SP Innana or other NRG source pre 5 stars. Balances buffs + CDR. Cast Hymn -> Use Sig -> Standby -> Cast Radiant Blessing -> Have ult by the end of turn 2. |
| 5 Star + Sig | ![]() | 5 Star allows her to have great flexibility. Since you only need to sacrifice 20% HP, she can run her default skill, which would be an instant skill the first two turns, allowing her a strong heal/dispel alongside her normal rotation. Since the NRG cost is reduced by 1, she can also cast two abilities in a row before she ults. The main downside is more button presses |
| Long fights with 5 stars and sig | ![]() | Allows a second use of her ultimate |
| Weapons | ||||
| NRG | Cornucopia Staff | Access to NRG sustain frees up one of Credenza’s skill slots if you were utilizing “Flagellant” | ||
| Dispel⭐ (General) | Reorganized Cube | Credenza lacks Dispel outside the use of her [Hierophany] skill. This provides her much appreciated access to Dispel every turn | ||
| Raw Stat (Niche) | Starry Sky Heritage | More M.ATK means higher healing values. This is the lowest priority and mostly a filler | ||
| Trinket | ||||
| Best | Resonant Crystal | Her BiS. Granting crucial NRG and the ability to move into a standby after casting an ability. | ||
| Usable | Scrolls of Auguste | Credenza is too slow to utilize this for speed manipulation purposes. Instead it is just used as a filler to grant buffs and speed up slower units on the team | ||
| Tarots | ||||
| Dispel⭐ | Empress | For the same reason as “Reorganized Cube”, dispel is useful and essential in harder stages. | ||
| Healing | Priestess | Outside of her [Hierophany], this will improve healing output. | ||
| Damage Reduction (Niche) | Hermit | Even with damage reduction, Credenza will commonly die. This is purely an optional choice that “might” make the difference between dying and not | ||
| NRG (Niche) | World | In certain standby oriented builds/turns, this offers an additional NRG, helping sustain | ||
| Engraving | ||||
| Best | ![]() | Helps NRG sustain | ||
| Niche | ![]() | Improves Healing | ||
| Unit/Skill/Buff Interactions | ||
| Yserinde with “Royal Guard Escort” | Credenza can get 2 stacks per dagger standby. Along with even 1 star sig, it’s enough to proc sig and walk over 3 daggers for 4 total standbys to get max stacks | |
| Date | Comments/Retrospection/Examination |




































































































































































































